Standards in this Framework
Standards Mapped
Mapped to Course
| Standard | Lessons | 
|---|---|
| 1.1 Import assets including but not limited to settings for FBX, OBJ and associated textures. | 
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| 1.2 Import and configure assets from the Unity Asset Store. | 
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| 1.3 Slice spritesheets for use in a 2D scene including but not limited to using the default Sprite Editor and 9-slicing. |  | 
| 1.4 Identify mesh components including vertices, polygon faces and edges. | 
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| 1.5 Create key frames and change tangents in the Curve Editor using the Animation window. |  | 
| 1.6 Create, modify and utilize Prefabs. | 
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| 2.1 Utilize Transform tools and the Transform component in the Inspector. | 
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| 2.2 Create prototype scenes using Unity primitives and/or low poly meshes utilizing white box/grey box techniques. | 
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| 2.3 Create and edit a landscape with materials utilizing the Terrain tool including but not limited to mask maps, texture painting, and diffuse properties. |  | 
| 3.1 Modify materials using the Standard Shader and editing properties including but not limited to specular, transparency, normal, and albedo. | 
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| 3.2 Identify basic lighting including but not limited to shadows, light settings, and light shapes such as directional, area, spot, and point. | 
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| 3.3 Utilize single camera set up including but not limited to isometric vs. standard, camera component, background, culling masks, clipping planes, field of view (FOV), etc. | 
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| 3.4 Given a scenario, determine the appropriate rendering pipeline that should be used. | 
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